Ethan Byers

Lighting Artist

3D Lighting Artist for Games, Products & Architecture. Currently developing real-time lighting, scenes, and scripting, using Unreal Engine.Interested in working with me? Check out my resume and send me an email!

Ethan Byers

Lighting Artist

3D Lighting Artist for Games, Products & Architecture. Currently developing real-time lighting, scenes, and scripting, using Unreal Engine.Interested in working with me? Check out my resume and send me an email!

Banquet Hall

Product renderings for a line of banquet chairs that I developed for Webstaurantstore.In post, I enhanced a few aspects, most notably the sheen of the floor and the translucency of the cloth.I handled set design, lighting, rendering, and compositing for these images, for 5 colorways of this product as well as 24 alternative products in this environment, totaling 30 images. Models, materials, and environment were created by others.November 2021

High End Fridges

Product renderings for a line of Smart fridges and their desktop application for Webstaurantstore.This project was developed over 2 weeks to make 22 fridge render like these for a new line of Wi-fi enabled fridges in an upscale kitchen. Using CAD data as the base, the entire project was completed before the first fridge was shipped to our warehouses.I handled set design, lighting, rendering, and compositing for these images and their 22 variants. Models and prop materials developed by others on the team.April 2022

Photo Composites

Product renderings using photo backplates and assets that I developed for Webstaurantstore.I developed all lighting, rendering, and compositing for the cup images, except as noted. All Models and Materials were created by others on the team.May 2022

Alloy Series

Developed renders for a series of over 800 chair and table variants. I planned the project and developed the compositing solution, then handled scene setup, final lighting, rendering, and comp/delivery.In total there are 8 sizes, 18 colorways and 4 seat variants. These were produced from a smaller number of renders using a node graph I developed in Natron that recolored the kits, distressed the paint and swapped seats. In total this graph with 8 inputs created 836 images.I handled final lighting, rendering, and compositing. Models, materials, and the base set were developed by others on the team.March-April 2022

RDC Pittsburgh

These renderings were developed with guidance from the lead visualizer and architect at AE7. I did the scene layout, materials, lighting, and post production for all the images, as well as modeling all the context, roads, and street assets.Late 2018

Day Studies

A series of studies, each with time limits ranging from 4-8 hours. The goal of these studies were to practice alternate lighting situations and try to develop scenes we normally would not at the firm.2018 - 2019

Downtown Development

These renderings are composed, textured, and composited by myself with guidance from the team on the project. I also modeled the roads, sidewalks, street assets, and context.March 2019

Rochester

In this render project I developed the scene layout, texturing, compositing, etc... over a 4 day period.May 2019

Ethan Byers

Lighting Artist

3D Lighting Artist for Games, Products & Architecture. Currently developing real-time lighting, scenes, and scripting, using Unreal Engine.Interested in working with me? Check out my resume and send me an email!

UE5 Physically Based Cel Shader

Developed a functional and PBR compliant Cel-Shader for Unreal Engine 5. Many techniques online for achieving similar results end up breaking PBR, needing unique textures and material setups to achieve the look. Here the goal was to create that anime cel shading aesthetic without needing to adjust every asset brought into the project.One special aspect was a hair and rim light system that only functions on lit areas of a mesh over a certain relative value. This can be used by artists to create distinct highlights of on hair, weapons, armor, and more without breaking PBR.Each post process material can be edited in an instance to create unique looks, and assigned as Stencils to specific objects or characters in order to adjust as needed for different scenarios and uses.October 2024

UE5 Water & Landscape Materials

Developed dynamic water and landscape materials to assist in scene building. Spent a few days researching and troubleshooting these materials alongside my Master Material.The water material uses flow maps to generate the main visuals of the reflections and distortion, and features ripples based on nearby and intersecting meshes, cheap animated caustics, optional displacement, and volumetric depth with color based on the incoming atmosphere.The Landscape material is overall a simple setup with sharp edge breakup to add detail and features auto foliage generation.October 2024

Destiny 2 -
Last City Strike

This project is still a Work in Progress, so this page will be updated as I continue to iterate.This project is an exercise in designing a "Strike" in Destiny 2. These are repeatable story missions that take 3 players through a relatively linear environment, completing objectives and ending with a boss. All assets, scripting, and character actions were created by myself with the exception of the grid material and base player model. The entire level runs between 100-80 fps, loading/unloading sections as the players move through the level.I began by analyzing other Strikes to determine what their goals are, core aspects of the activity, and where they succeed and fail. I determined these are the foundation of a Strike:Fantasy: The strike should have some form of power fantasy. Storm the castle, Hunt a target...Locations: Take the players through a location that is distinct and memorable for future runs.Mechanics: Simple enough for a new player, with goals that are simple to intuit and execute on.Flow: Should have rising action with breaks of traversal and dialogue between encounters.After brainstorming I began writing an outline, adding sketches as ideas developed. I then built a basic scale guide for traversal, combat space, and more by analyzing existing spaces in Destiny.Next I began iterating on the design in Unreal, revising through tests with myself and others, then adding details and other shapes as I became more confidant in the layout. I made sure there were optional routes available for the players, so multiple runs can remain fresh despite the linear layout.For the city section, i took inspiration from control maps in FPSs, spreading out the 3 objectives and making note of line of sight between them and enemy spawns, forcing players to keep on the move to properly defend.

Ethan Byers

Lighting Artist

3D Lighting Artist for Games, Products & Architecture. Currently developing real-time lighting, scenes, and scripting, using Unreal Engine.Interested in working with me? Check out my resume and send me an email!

UE5 Ancient Watermill Re-light Study

Developed a lighting study in Unreal Engine 5.1 by relighting the asset pack "Watermills / Nature Environment" by Leartes Studios in 3 different scenarios. All 3 scenarios share the same effects, assets, placement, and materials. Each scenario took about an hour to light, troubleshoot, and optimize (not including bake time.)Performance:
Lighting is fully baked, utilizing no dynamic GI or reflections. Ranges between 8.6 - 9 ms frame time on a RTX 3060, an i5-13600, with 16 GB RAM.
July 2024

NieR Replicant UE5 Fan-Art

Developed a scene in Unreal Engine 5.1 by modeling, texturing, and lighting assets based on the game "NieR Replicant".Additionally as a foundation for the scene, I developed a versatile Master Material that is used for all meshes in the scene, resulting in only 1 material draw call. The Master Material allows for multiple layered materials, blended normals, sticky triplanar mapping, and a low instruction count.In total the scene took 3 days to develop, a day each for creating the master material, creating the assets, and bringing it all together.Performance:
Lighting is fully baked, utilizing no dynamic GI or reflections. Maintains below an 8.3 ms frame time on a RTX 3060, an i5-13600, with 16 GB RAM.
January 2025

UE5 Sci-Fi Canyon Day/Night Study

Developed a lighting study in Unreal Engine 5.1 by relighting the asset pack "Science Fiction Valley Town" by Scale Y with a dynamically lit time of time and custom built animated fog cards that react to the sky atmosphere.Additionally made adjustments to environment's layout to make a clear path through the level using lighting, fog, and meshes to drive the player's attention. The day and night scenes both share the same effects, assets, placement, and materials, with change made to their settings as the time of day shifts.Performance:
Lighting is dynamic, utilizing Lumen for GI and supplemental reflections. Ranges between 16 - 18.5 ms frame time on a RTX 3060, an i5-13600, with 16 GB RAM.
August 2024

UE5 AAA Shooter Vertical Slice

Contracted to develop lighting for a AAA shooter vertical slice in UE5, lighting 4 multiplayer levels, develop a dynamic volumetric skybox, and bake/optimize performance for low end hardware. In addition to optimizing lighting, focused on enhancing POIs and lanes with unique lighting to improve spatial awareness and maintain dramatic visuals.Performance:
Lighting is fully baked, utilizing no dynamic GI. On higher end machines, Nanite is enabled for additional performance gains.
Ranges between 8.6 - 10 ms frame time after my optimization passes on a RTX 3060, an i5-13600, with 16 GB RAM. Original performance ranged from 19 - 24 ms.August/September 2024
Shared with the permission of the developer

UE5 Paragon Character Study

Developed a character lighting study in Unreal Engine 5.1 by lighting some of the characters from Epic Games' Paragon in 4 different environments. I aimed to create distinct setups for each character and practice with a more cinematic approach to lighting to be used for cutscenes or marketing renders.Each scenario took about 2 hours to pose, light, troubleshoot, and refine. I reused previous tools i developed including my master material, dynamic water material, and fog cards blueprint.February 2025